class VPhysXConstraintParams_t
{
public:
int8 m_nType;
int8 m_nTranslateMotion;
int8 m_nRotateMotion;
int8 m_nFlags;
Vector m_anchor[2];
QuaternionStorage m_axes[2];
float32 m_maxForce;
float32 m_maxTorque;
float32 m_linearLimitValue;
float32 m_linearLimitRestitution;
float32 m_linearLimitSpring;
float32 m_linearLimitDamping;
float32 m_twistLowLimitValue;
float32 m_twistLowLimitRestitution;
float32 m_twistLowLimitSpring;
float32 m_twistLowLimitDamping;
float32 m_twistHighLimitValue;
float32 m_twistHighLimitRestitution;
float32 m_twistHighLimitSpring;
float32 m_twistHighLimitDamping;
float32 m_swing1LimitValue;
float32 m_swing1LimitRestitution;
float32 m_swing1LimitSpring;
float32 m_swing1LimitDamping;
float32 m_swing2LimitValue;
float32 m_swing2LimitRestitution;
float32 m_swing2LimitSpring;
float32 m_swing2LimitDamping;
Vector m_goalPosition;
QuaternionStorage m_goalOrientation;
Vector m_goalAngularVelocity;
float32 m_driveSpringX;
float32 m_driveSpringY;
float32 m_driveSpringZ;
float32 m_driveDampingX;
float32 m_driveDampingY;
float32 m_driveDampingZ;
float32 m_driveSpringTwist;
float32 m_driveSpringSwing;
float32 m_driveSpringSlerp;
float32 m_driveDampingTwist;
float32 m_driveDampingSwing;
float32 m_driveDampingSlerp;
int32 m_solverIterationCount;
float32 m_projectionLinearTolerance;
float32 m_projectionAngularTolerance;
};
KV3 Class Defaults
{
m_nType = 0
m_nTranslateMotion = 0
m_nRotateMotion = 0
m_nFlags = 0
m_anchor =
[
[ 0.0, 0.0, 0.0 ],
[ 0.0, 0.0, 0.0 ],
]
m_axes =
[
[ 0.0, 0.0, 0.0, 0.0 ],
[ 0.0, 0.0, 0.0, 0.0 ],
]
m_maxForce = 0.0
m_maxTorque = 0.0
m_linearLimitValue = 0.0
m_linearLimitRestitution = 0.0
m_linearLimitSpring = 0.0
m_linearLimitDamping = 0.0
m_twistLowLimitValue = 0.0
m_twistLowLimitRestitution = 0.0
m_twistLowLimitSpring = 0.0
m_twistLowLimitDamping = 0.0
m_twistHighLimitValue = 0.0
m_twistHighLimitRestitution = 0.0
m_twistHighLimitSpring = 0.0
m_twistHighLimitDamping = 0.0
m_swing1LimitValue = 0.0
m_swing1LimitRestitution = 0.0
m_swing1LimitSpring = 0.0
m_swing1LimitDamping = 0.0
m_swing2LimitValue = 0.0
m_swing2LimitRestitution = 0.0
m_swing2LimitSpring = 0.0
m_swing2LimitDamping = 0.0
m_goalPosition = [ 0.0, 0.0, 0.0 ]
m_goalOrientation = [ 0.0, 0.0, 0.0, 0.0 ]
m_goalAngularVelocity = [ 0.0, 0.0, 0.0 ]
m_driveSpringX = 0.0
m_driveSpringY = 0.0
m_driveSpringZ = 0.0
m_driveDampingX = 0.0
m_driveDampingY = 0.0
m_driveDampingZ = 0.0
m_driveSpringTwist = 0.0
m_driveSpringSwing = 0.0
m_driveSpringSlerp = 0.0
m_driveDampingTwist = 0.0
m_driveDampingSwing = 0.0
m_driveDampingSlerp = 0.0
m_solverIterationCount = 0
m_projectionLinearTolerance = 0.0
m_projectionAngularTolerance = 0.0
}